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  1. #41
    Quote Originally Posted by Deunan View Post
    I'm finding it hard to take you seriously. It's only been a day. It's always been uncommon if not rare for me to find a blue synergy mod at mod vendors other than the shotgun vendor at Bug 'n' Chug let alone a synergy converter. If you're really concerned then send a message to Trion support or make a post here asking if there was an intentional removal of synergy converters. Crying wolf in all caps here isn't a particularly constructive way to address the possibility that this may have actually been implemented as part of the patch.
    AR synergy converters are currently missing from the game, they do not show up as vendor specials. That's fact. They have been missing since DLC1 created the mod vendors.

  2. #42
    Quote Originally Posted by thefndodge View Post
    AR synergy converters are currently missing from the game, they do not show up as vendor specials. That's fact. They have been missing since DLC1 created the mod vendors.
    What about other synergy converters (other than shotguns)?

  3. #43
    Quote Originally Posted by Deunan View Post
    What about other synergy converters (other than shotguns)?
    Not positive on those. You can easily check by going to specific mod vendors (Crater for pistol mods, Muir for sniper) and see if synergy converters are listed. If not then they are missing too. No synergy converters for any weapon type show up as vendor specials since DLC1.

  4. #44
    Quote Originally Posted by Deunan View Post
    I'm not wrong. If you'd actually paid attention to what was being observed in this thread, rare weapons do not automatically have a nano effect. You can falsely claim to the contrary as often as you like but it's a matter of irrefutable fact as I and others have gotten rare weapons without nano effects. Others have posted that they have gotten epic and legendaries without nano effects as well.
    It's clearly not the same process regardless of whether you would prefer to pretend it's otherwise. While we're still gathering data points, players are already observing a significant decrease in the frequency of nano effects not only on rare but epic and legendary weapons as well. It's also implied by Trion's statement that the likelihood is significantly less. Pre-patch I almost never got rare or higher drops without at least either an ammo or melee nano effect. That's clearly no longer the case.
    Sorry, there was a typo in my last post. I meant to say that every new rare weapon which has a nano bonus (not a nano roll) will have both a nano effect and a rare bonus, as I have been saying all along, and which should have been clear from the context. If you were confused by my typo, I apologize.

    I never said that the processes are the same. I merely said that it was a random process. Those weapons could have received no bonus. Those weapons could have received an ammo bonus instead of a nano effect. They didn't. Through random chance, that weapon was awarded a nano bonus. Trion may have changed the rate at which that particular type of bonus is awarded, but given that Trion has already said that they want to leave all existing nano weapons in the game, the number of nano weapons in the game is clearly not a problem. The only question now is whether those existing weapons should be worse than one that drops now.

    Quote Originally Posted by Deunan View Post
    There's nothing patently unfair about having to work under the exact same framework for updated weapon generation mechanics if one wants to have them retroactively applied to old weapons. Wanting to have your cake and eat it too doesn't change that fact.
    An old weapon which has a nano effect should not have to give up any bonuses to keep it, just like any new weapon which gets a nano effect and gets a full set of bonuses in addition. That's working under the same system. Forcing all existing nano weapons to lose rare bonuses that they should have under the current system is not.

  5. #45
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    Quote Originally Posted by thefndodge View Post
    AR synergy converters are currently missing from the game, they do not show up as vendor specials. That's fact. They have been missing since DLC1 created the mod vendors.
    I can back this up. Tickets have been sbmitted, yaddi yaddi. Just bring them back. I've been looking for 1 mod for nearly 2 months! LOL

    Fight the good fight!

  6. #46
    Quote Originally Posted by Shogo_Yahagi View Post
    ...Those weapons could have received no bonus. Those weapons could have received an ammo bonus instead of a nano effect. They didn't. Through random chance, that weapon was awarded a nano bonus.
    That's not how it works or has ever worked according to the patch notes and statements from Trion that I've read.

    The blue bonus roll has always existed and pre patch it was always a nano effect bonus roll, not random. The range of the roll was (1) nano effect on both ammo and melee, (2) nano effect on only one or the other, or (3) no nano effect at all. The reference to an ammo bonus isn't a reference to the weapon ammo stat, i.e. the size of the clip, but rather to the fact that it applies to projectile damage from firing the gun as opposed to damage from using the gun to melee attack. From my limited experience, but also based on the reactions from more seasoned players posting on the forum post-patch, result (3) was a fairly uncommon outcome, particularly as rarity increased with epic and legendary weapons.

    That roll has now been eliminated as a blue roll. It appears that the new separate nano effect bonus roll has a signficantly greater range that results in no nano effect at all compared to the old blue nano effect bonus roll. That may be (a) intentional, (b) unintentional, or (c) it may simply be untrue and we're collectively experiencing a bad run of nano effect rolls that will play itself out and normalize to the way the old blue nano effect bonus rolls ran.


    Quote Originally Posted by Shogo_Yahagi View Post
    ...Trion may have changed the rate at which that particular type of bonus is awarded, but given that Trion has already said that they want to leave all existing nano weapons in the game, the number of nano weapons in the game is clearly not a problem...
    Trion hasn't really said anything about it's position regarding the relative number of weapons with nano effects in the game. It simply said that it understood that removing nano effects from existing ones would be an understandably undesireable outcome for players ("no fun at all"). If the apparent reduction in likelihood of nano effects rolling from the new nano bonus roll is real and intentional, and the removal of converter mag mods with synergies is also intentional, it would seem Trion is saying something pretty specific through its actions about its position regarding the availability of weapons with nano effects in the game, i.e. a fully activated good mod synergy with a nano effect from the nano effect bonus roll is now a new class of elite rare weapon in the game and the most elite would be a legendary one.

    That leads us to this:
    Quote Originally Posted by Shogo_Yahagi View Post
    ...The only question now is whether those existing weapons should be worse than one that drops now....
    Given that the only thing missing from most of the most valued pre-patch weapons is the new blue weapon stat bonus, if what we're observing regarding nano effect rarity in new weapons is actual and intentional, how much worse are the old weapons with nano effects? If you have a pre-patch legendary assault rifle with good mod synergy bonuses, good weapon stat bonus rolls and a Syphon blue bonus roll nano effect for ammo and another one for melee, would you be willing to trade it for a post-patch legendary assault rifle with a blue weapon stat bonus roll, the same mod synergy bonuses but with no nano effects at all? How about for one with a smaller ammo clip and only 3 of 4 mod synergies enabled and either a Radiation or Incendiary nano effect for ammo instead of a Synergy one?

    Are any of these worth trading off the Syphon nano effect for ammo?
    Quote Originally Posted by maverick07 View Post
    Rare (Blue) Level Bonus - Can appear on...

    1.25 Crit Multi
    1.15 Crit Multi
    1.10 Crit Multi
    0.85 Reload
    1.20 Mag - Volge LMGs
    1.15 Mag
    1.05 Mag
    +6 Mag
    +2 Mag - Detonator/RLs
    -0.20 Recoil
    1.05 Fire Rate
    1.05 DMG
    -0.50 Accuracy
    1.05 DMG/Sec
    1.05 Heal/Sec
    If so, how much less would you pay for the pre-patch legendary assault rifle because of the post patch one without the nano or without the fourth mod synergy bonus and reduced ammo clip being available on the player market? We'll have to wait for the dust to settle so we can get a better understanding of how the new nano effect bonus role works compared to the pre-patch blue one, but if it turns out to be comparatively nerfed and Trion doesn't reintroduce mag converter mods with synergies into the game there doesn't seem to be a strong argument that your most valued legendaries are going to be much worse than most of the ones that are dropping now.

  7. #47
    Sorry, I was posting on my breaks at work, and my last post got eaten. Long story short, yes, I had the wrong 3 outcomes because I misread the patch notes, but that doesn't change the fact that those existing weapons were randomly awarded the nano bonus from among the options available, and there's no reason that they should have fewer bonuses than a weapon of the same rarity that drops now. If they're missing a bonus, it should be awarded.

    The reason you're seeing fewer good weapons dropping with nano effects is simple. Under the old system, there was a pretty high likelihood that the blue roll would generate a nano effect, and under the new system, it has no chance that it will do so. Therefore, the chance that a good weapon will have a nano effect has dropped to the same chance that any other weapon has. That said, however, the ones that DO get a nano effect will have more stat bonuses than an old weapon of equivalent rarity.

  8. #48
    Quote Originally Posted by Shogo_Yahagi View Post
    Sorry, I was posting on my breaks at work, and my last post got eaten. Long story short, yes, I had the wrong 3 outcomes because I misread the patch notes, but that doesn't change the fact that those existing weapons were randomly awarded the nano bonus from among the options available, and there's no reason that they should have fewer bonuses than a weapon of the same rarity that drops now. If they're missing a bonus, it should be awarded.

    The reason you're seeing fewer good weapons dropping with nano effects is simple. Under the old system, there was a pretty high likelihood that the blue roll would generate a nano effect, and under the new system, it has no chance that it will do so. Therefore, the chance that a good weapon will have a nano effect has dropped to the same chance that any other weapon has. That said, however, the ones that DO get a nano effect will have more stat bonuses than an old weapon of equivalent rarity.
    Yeah... I thought we covered this guys. Honestly, you guys could have done this over PMs. I really didn't think you guys would argue for 3 pages.

  9. #49
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    so upon further reveiw im ego 4659 and 80% of the weapons im getting have a nano maybe high ego will pay off a little

  10. #50
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    Can we get a Dev to respond and clarify exactly why nano effects are not showing up on weapons as much since the patch please? The info we currently have seems to be all over the place, and I would like to know the facts. Thanks.

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